2:00:36handmade_opengl.cpp: Make CompileZBiasProgram() output the negative inner product of the surface normals

2:00:36handmade_opengl.cpp: Make CompileZBiasProgram() output the negative inner product of the surface normals

2:00:36handmade_opengl.cpp: Make CompileZBiasProgram() output the negative inner product of the surface normals

2:01:20Run the game to see that negative product

2:01:20Run the game to see that negative product

2:01:20Run the game to see that negative product

2:01:39handmade_opengl.cpp: Make CompileZBiasProgram() output the non-negative inner product of the surface normals

2:01:39handmade_opengl.cpp: Make CompileZBiasProgram() output the non-negative inner product of the surface normals

2:01:39handmade_opengl.cpp: Make CompileZBiasProgram() output the non-negative inner product of the surface normals

2:01:47Run the game to see this non-negative product

2:01:47Run the game to see this non-negative product

2:01:47Run the game to see this non-negative product

2:04:06Q&A

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2:04:06Q&A

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2:04:06Q&A

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2:04:50Miblo Could some of our lighting code end up being used by the audio system to figure out where and how obstructed / reflected sound sources are?

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2:04:50Miblo Could some of our lighting code end up being used by the audio system to figure out where and how obstructed / reflected sound sources are?

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2:04:50Miblo Could some of our lighting code end up being used by the audio system to figure out where and how obstructed / reflected sound sources are?

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2:06:01lorto6 Try 1 - clamp()!

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2:06:01lorto6 Try 1 - clamp()!

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2:06:01lorto6 Try 1 - clamp()!

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2:06:27Blackboard: Clamping normals

2:06:27Blackboard: Clamping normals

2:06:27Blackboard: Clamping normals

2:08:03asafgartner Should you add a fake ceiling for lighting (or a non-fake ceiling based on the floor above the current one)?

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2:08:03asafgartner Should you add a fake ceiling for lighting (or a non-fake ceiling based on the floor above the current one)?

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2:08:03asafgartner Should you add a fake ceiling for lighting (or a non-fake ceiling based on the floor above the current one)?

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2:08:48xyane Not entirely related to today's stream, but will you perhaps use something like a pipeline state object for binding resources? I personally find that I get a few annoying debug messages telling me about resource hazards and I'd like a better way than randomly throwing in null binds in the middle of my code and would like a better way to bind resources to minimize API calls, and would love to see a good PSO implementation

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2:08:48xyane Not entirely related to today's stream, but will you perhaps use something like a pipeline state object for binding resources? I personally find that I get a few annoying debug messages telling me about resource hazards and I'd like a better way than randomly throwing in null binds in the middle of my code and would like a better way to bind resources to minimize API calls, and would love to see a good PSO implementation

🗪

2:08:48xyane Not entirely related to today's stream, but will you perhaps use something like a pipeline state object for binding resources? I personally find that I get a few annoying debug messages telling me about resource hazards and I'd like a better way than randomly throwing in null binds in the middle of my code and would like a better way to bind resources to minimize API calls, and would love to see a good PSO implementation